Contents

Magical and Psionic Items

This appendix contains some new and revised magical and psionic items for use with the GnG system.

Armor

Because the GnG system does not use critical hits, use
this revision of the fortification special ability of armor.
Since the GnG system uses the block action, arrow
deflection items should be replaced with block-type
items (see below).

Special Ability Descriptions

Fortification

Any degree of fortification prevents
penetration-type called shots against the wearer.

Improved Block

Infinite Projectile Deflection

This shield protects the wearer
as if he possessed the Block Projectile feat.
Furthermore, he suffers no attack roll penalty when
blocking projectiles from a sling, bow, crossbow, or
similar device.Note: This replaces the Arrow Deflection ability.

Weapons

The use of the Relative Degree mechanic, rather than
critical hits, requires the following changes to several
pre-existing weapon special effects. Also, the armor
piercing ability replaces the keen ability.

Special Ability Descriptions

Acidic Blast

On command, an acidic blast weapon
drips acid (though this deals no damage to the wielder).
On any hit, this acid splashes the creature struck,
dealing +3d6 points of bonus acid damage. There is a
10% chance (1 on 1d10) that the weapon instead deals
+6d6 points of acid damage.
Bows, crossbows, and slings with this special ability
bestow the bonus acid damage upon their ammunition.

Anarchic Power

This weapon is chaos-aligned and
thus bypasses the corresponding damage reduction.
When a weapon of anarchic power strikes a lawful
target, this power deals +3d6 points of bonus chaotic
damage to the target, and the target gains one negative
level (Fortitude DC 23 to remove 24 hours later). There
is a 10% chance (1 on 1d10) that the weapon instead
deals +6d6 points of chaotic damage and bestows two
negative levels.
The weapon bestows three negative levels on any
lawful creature attempting to wield it. These negative
levels remain as long as the weapon is in hand and
disappear when the weapon is no longer wielded. These
negative levels never result in actual level loss, but they
cannot be overcome in any way (including restoration
spells) while the weapon is wielded.
Bows, crossbows, and slings with this special ability
bestow the anarchic power upon their ammunition.
This special ability does not stack with the non-epic
anarchic special ability.

Armor Piercing

The weapon ignores one-half of an
opponent’s Protection when determining damage.
This benefit does not stack with any other effect that
reduces the target’s Protection.
Bows, crossbows, and slings so crafted bestow the
armor piercing effect upon their ammunition.

Axiomatic Power

This weapon is lawful-aligned and
thus bypasses the corresponding damager reduction.
When a weapon of axiomatic power strikes a chaotic
target, this power erupts forth and deals +3d6 points of
bonus lawful damage to the target, and the target gains
one negative level (Fortitude DC 23 to remove 24 hours
later). There is a 10% chance (1 on 1d10) that the
weapon instead deals +6d6 points of lawful damage and
bestows two negative levels.
The weapon bestows three negative levels on any
chaotic creature attempting to wield it. These negative
levels remain as long as the weapon is in hand and
disappear when the weapon is no longer wielded. These
negative levels never result in actual level loss, but they
cannot be overcome in any way (including restoration
spells) while the weapon is wielded.
Bows, crossbows, and slings with this special ability
bestow the lawful power upon their ammunition.
This special ability does not stack with the non-epic
axiomatic special ability.

Bodyfeeder

When a bodyfeeder weapon
successfully strikes an opponent and inflicts at least 1
HP damage (i.e., penetrates Protection), there is a 10%
chance (1 on 1d10) that the weapon grants its wielder
temporary hit points equal to the total damage dealt by a
successful critical hit. These temporary hit points last
for 10 minutes.
These temporary hit points do not stack. If a wielder
still enjoys temporary hit points from a previous hit and
gains new temporary hit points from another hit, the
wielder gains only the better of the two values: either
his current number of temporary hit points, or the new
influx of temporary hit points, whichever is higher.

Brilliant Energy

A brilliant energy weapon has its
significant portion transformed into light, although this
does not modify the item’s weight. It always gives off
light as a torch (20-foot radius). A brilliant energy
weapon ignores nonliving matter. Armor bonuses to
Protection and shield bonuses to Defense (including any
enhancement bonuses to that armor or shield) do not
count against it because the weapon passes through
armor. (Other bonuses still apply.) A brilliant energy
weapon cannot harm undead, constructs, and objects.
You may apply this property only to melee weapons,
thrown weapons, and ammunition.

Coup de Grace

Coup de grace weapons are
exceptionally dangerous. On a successful hit which
inflicts at least 1 HP damage (i.e., penetrates
Protection), there is a 10% chance (1 in 1d10) that the
target must succeed on a DC 27 Will save or be
paralyzed for one round. This ability does not work on
creatures without an Intelligence score.
Bows, crossbows, and slings bestow this ability on
their ammunition.

Dissipater

This kind of weapon is devastating to
creatures and objects composed of or originally formed
from ectoplasm (such as astral constructs, walls of
ectoplasm, creatures in ectoplasmic form, and items
created using the metacreativity discipline). Against
qualifying targets, a dissipater weapon ignores
Protection, damage reduction and hardness.

Dread

A dread weapon excels at attacking one type
of creature. Against its designated foe, its effective
enhancement bonus is +4 better than its normal
enhancement bonus. Further, it deals +4d6 points of
bonus damage against the foe, and there is a 10%
chance (1 on 1d10), that creature must make a Fortitude
save (DC 27) or be destroyed instantly and turned to
dust. (This even affects creatures immune to death
magic.)

Fiery Blast

On command, a fiery blast weapon is
sheathed in fire (though this deals no damage to the
wielder). On any hit, this fire engulfs the creature
struck, dealing +3d6 points of bonus fire damage, but
there is a 10% chance (1 on 1d10) that the weapon
instead deals +6d6 points of fire damage.
Bows, crossbows, and slings with this special ability
bestow the bonus fire damage upon their ammunition.

Flaming Burst

A flaming burst weapon functions as
a flaming weapon. On a successful hit, there is a 10% (1
on 1d10) chance that the weapon deals an extra 1d10
fire damage. (This damage is in addition to the fire
damage from the flaming ability.)
Bows, crossbows, and slings so crafted bestow the
fire energy upon their ammunition.

Holy Power

This weapon is good-aligned and thus
bypasses the corresponding damager reduction.
When a weapon of holy power strikes an evil target,
this power erupts forth and deals +3d6 points of bonus
holy (good) damage to the target, and the target gains
one negative level (Fortitude DC 23 to remove 24 hours
later). There is a 10% chance (1 on 1d10) that the
weapon instead deals +6d6 points of holy (good)
damage and bestows two negative levels.
The weapon bestows three negative levels on any evil
creature attempting to wield it. These negative levels
remain as long as the weapon is in hand and disappear
when the weapon is no longer wielded. These negative
levels never result in actual level loss, but they cannot
be overcome in any way (including restoration spells)
while the weapon is wielded.
Bows, crossbows, and slings with this special ability
bestow the holy power upon their ammunition.
This special ability does not stack with the non-epic
holy special ability.

Icy Blast

On command, an icy blast weapon is
sheathed in icy cold (though this deals no damage to the
wielder). On any hit, this cold washes over the creature
struck, dealing +3d6 points of bonus cold damage, but
there is a 10% chance (1 on 1d10) that the weapon
instead deals +6d6 points of cold damage.
Bows, crossbows, and slings with this special ability
bestow the bonus cold damage upon their ammunition.

Icy Burst

An icy burst weapon functions as a frost
weapon. On a successful hit, there is a 10% (1 on 1d10)
chance that the weapon deals an extra 1d10 cold
damage. (This damage is in addition to the cold damage
from the frost ability.)
Bows, crossbows, and slings so crafted bestow the
frost energy upon their ammunition.

Keen

Not used in the GnG system. Replace with
armor piercing.

Lightning Blast

On command, a lightning blast
weapon crackles with electrical energy (though this
deals no damage to the wielder). On any hit, lightning
coruscates around the creature struck, dealing
+3d6 points of bonus electricity damage, but there is a
10% chance (1 on 1d10) that the weapon instead deals
+6d6 points of electricity damage.
Bows, crossbows, and slings with this special ability
bestow the bonus electricity damage upon their
ammunition.

Mindfeeder

Upon a successful hit that inflicts at
least 1 HP damage to the target, there is a 10% chance
(1 in 1d10) that the mindfeeder weapon grants its
wielder temporary power points equal to the total
damage dealt by the hit.
These temporary power points last for 10 minutes.
The wielder gains power points even if the target has
none (effectively, its hit point damage is converted to
power points).
Constructs and undead are not subject to mindfeeder
weapons.
As with temporary hit points, temporary power points
do not stack with each other; they overlap. If a
mindfeeder weapon successfully scores a hit while the
wielder still enjoys temporary power points from a
previous hit, the wielder gains only the better of the two
values: either her current number of temporary power
points, or the new influx of temporary power points,
whichever is higher.

Psychokinetic Burst

This weapon functions as a
psychokinetic weapon that also releases a blast of
destructive psionic energy upon scoring a successful
critical hit. In addition to the extra damage of the
psychokinetic ability, a psychokinetic burst weapon
deals an extra 1d6 points of damage 10% of the time (1
in 1d10). This extra damage is ectoplasmic in nature and
is not affected by damage reduction.
Bows, crossbows, and slings bestow this ability upon
their ammunition.

Shocking Burst

A shocking burst weapon functions
as a shock weapon. On a successful hit, there is a 10%
(1 on 1d10) chance that the weapon deals an extra 1d10
electrical damage. (This damage is in addition to the
electrical damage from the shock ability.)
Bows, crossbows, and slings so crafted bestow the
frost energy upon their ammunition.

Sonic Blast

On command, a sonic blast weapon
emits a low thrumming hum (though this deals no
damage to the wielder). On any hit, this becomes a
thunderous roar that deals +3d6 points of bonus sonic
damage to the creature struck, but there is a 10% chance
(1 on 1d10) that the weapon instead deals +6d6 points
of sonic damage.
Bows, crossbows, and slings with this special ability
bestow the bonus sonic damage upon their ammunition.

Soulbreaker

On a successful hit that inflicts at least
1 HP of damage to the target (i.e., penetrates
Protection), there is a 10% chance that a soulbreaker
weapon bestows one negative level on the foe.
One day after being struck, if the negative levels have
not been purged, the subject must succeed on a DC 18
Fortitude save for each negative level or lose a character
level.

Thundering

On a successful hit, there is a 10%
chance (1 on 1d10) that the weapon creates a
cacophonous roar like thunder, dealing an extra 1d8
sonic damage. The sonic energy does not harm the
wielder, but subjects dealt sonic damage by a
thundering weapon must make a DC 14 Fortitude save
or be deafened permanently.
Bows, crossbows, and slings so crafted bestow the
sonic energy upon their ammunition.

Unholy Power

This weapon is evil-aligned and this
bypasses the corresponding damage reduction.
When a weapon of unholy power strikes a good
target, this power erupts forth and deals +3d6 points of
bonus unholy (evil) damage to the target, and the target
gains one negative level (Fortitude DC 23 to remove 24
hours later). There is a 10% chance (1 on 1d10) that the
weapon instead deals +6d6 points of unholy (evil)
damage and bestows two negative levels.
The weapon bestows three negative levels on any
good creature attempting to wield it. These negative
levels remain as long as the weapon is in hand and
disappear when the weapon is no longer wielded. These
negative levels never result in actual level loss, but they
cannot be overcome in any way (including restoration
spells) while the weapon is wielded.
Bows, crossbows, and slings with this special ability
bestow the unholy power upon their ammunition.
This special ability does not stack with the non-epic
unholy special ability.

Vicious

If a vicious weapon successfully hits an
opponent and inflicts at least 1 HP damage (i.e.,
penetrates Protection), the weapon creates a flash of
disruptive energy that resonates between the opponent
and the wielder. This energy deals an extra 2d6 points
of damage to the opponent and 1d6 points of damage to
the wielder. The extra damage ignores both the target’s
and the wielder’s Protection.
Only melee weapons can be vicious.

Vorpal

This potent and feared ability allows the
weapon to sever the heads of those it strikes. Upon a roll
of natural 20, the weapon severs the opponent’s head (if
it has one) from its body—if it inflicts at least 1 HP
damage to the target (i.e., penetrates Protection).
Some creatures, such as many aberrations and all
oozes, have no heads. Others, such as golems and
undead creatures other than vampires, are not affected
by the loss of their heads. Most other creatures,
however, die when their heads are cut off.
A vorpal weapon must be a slashing weapon. (If you
roll this property randomly for an inappropriate weapon,
reroll.)

Wounding

If a wounding weapon hits an opponent
and inflicts at least 1 HP damage (i.e., it penetrates an
opponent’s Protection), it automatically causes severe
bleeding (as the called shot effect, above) if the victim
fails a Fortitude save against DC 10 + the damage
inflicted by the attack.
Creatures with no circulatory system, undead, plants,
constructs, and the like are unaffected.

Specific Weapons

Gripsoul

Gripsoul is a +6 armor piercing long-
sword. On a successful hit that inflicts at least 1 HP
damage to the target, there is a 10% chance (1 on 1d10)
that the weapon imprisons the victim in a gem set in the
pommel of the sword as per a binding spell heightened
to 16th level (DC 30). The same is true of any blow that
would otherwise kill a foe or knock him or her
unconscious.
The gem may hold only one creature, but the wielder
can release the bound soul at any time with a command
word.

Mace of Ruin

This +7 armor ignoring heavy mace
also ignores the hardness or damage reduction of any
object or creature it strikes.
Caster Level: 21st; Prerequisites: Craft Magic Arms
and Armor, Craft Epic Magic Arms and Armor,
disintegrate; Price: 1,000,312 gp; Cost to Create:
500,312 gp + 20,000 XP.
Mace of Smiting: This +3 adamantine heavy mace
has a +5 enhancement bonus against constructs. If the
weapon strikes a construct and inflicts at least 1 HP
damage to the target, there is a 10% chance (1 on 1d10)
that it destroys the construct (no saving throw). If the
weapon strikes an outsider, there is a 10% chance (1 on
1d10) that it inflicts +2d6 damage.

Nine Lives Stealer

This longsword always performs
as a +2 longsword, but it also has the power to draw the
life force from an opponent. It can do this nine times
before the ability is lost. At that point, the sword
becomes a simple +2 longsword (with a hint of evil
about it).
On a successful hit that inflicts at least 1 HP damage
to the target (i.e., penetrates Protection), there is a 10%
chance (1 on 1d10) that the sword’s death-dealing
ability functions. The victim is entitled to a DC 20
Fortitude save to avoid death. If the save is successful,
the sword’s death-dealing ability does not function, and
no use of the ability is expended. If the save fails, the
victim dies. Constructs, undead, and similar creatures
are unaffected.
This sword is evil, and any good character attempting
to wield it gains two negative levels. These negative
levels remain as long as the sword is in hand and
disappear when the sword is no longer wielded. These
negative levels never result in actual level loss, but they
cannot be overcome in any way (including restoration
spells) while the sword is wielded.

Oathbow

Of elven make, this white +2 composite
longbow (+2 Strength bonus) whispers “Swift defeat to
my enemies” in Elven when nocked and pulled.
Once per day, if the firer swears aloud to slay his
target (a free action), the bow’s whisper becomes the
low shout “Swift death to those who have wronged me.”
Against such a sworn enemy, the bow has a +5
enhancement bonus, the armor piercing ability, and
arrows launched from it deal an additional 2d6 points of
damage. However, the bow is treated as only a
masterwork weapon against all foes other than the
sworn enemy, and the wielder takes a –1 penalty on
attack rolls with any weapon other than the oathbow.
These bonuses and penalties last for seven days or until
the sworn enemy is slain or destroyed by the wielder of
the oathbow, whichever comes first.
The oathbow may only have one sworn enemy at a
time. Once the wielder swears to slay a target, he cannot
make a new oath until he has slain that target or seven
days have passed. Even if the wielder slays the sworn
enemy on the same day that he makes the oath, he
cannot activate the oathbow’s special power again until
24 hours have passed from the time he made the oath.

Rapier of Puncturing

Three times per day, this +2
wounding rapier allows the wielder to make an armor
ignoring attack with the weapon that deals 1d6 points of
Constitution damage by draining blood.
Creatures with no circulatory system, undead, plants,
constructs, and the like are immune to the Constitution
damage dealt by this weapon.

Sun Blade

This sword is the size of a bastard sword.
However, a sun blade is wielded as if it were a short
sword with respect to weight and ease of use. (In other
words, the weapon appears to all viewers to be a bastard
sword, and deals bastard sword damage, but the wielder
feels and reacts as if the weapon were a short sword.)
Any individual able to use either a bastard sword or a
short sword with proficiency is proficient in the use of a
sun blade. Likewise, Weapon Focus and Weapon
Specialization in short sword and bastard sword apply
equally, but the benefits of those feats do not stack.
In normal combat, the glowing golden blade of the
weapon is equal to a +2 bastard sword. Against evil
creatures, its enhancement bonus is +4. Against
Negative Energy Plane creatures or undead creatures,
the sword deals double damage. (Double the damage
inflicted after applying Protection.)
The blade also has a special sunlight power. Once per
day, the wielder can swing the blade vigorously above
her head while speaking a command word. The
sunblade then sheds a bright yellow radiance that is like
full daylight. The radiance begins shining in a 10-foot
radius around the sword wielder and extends outward at
5 feet per round for 10 rounds thereafter, to create a
globe of light with a 60-foot radius. When the wielder
stops swinging, the radiance fades to a dim glow that
persists for another minute before disappearing entirely.
All sun blades are of good alignment, and any evil
creature attempting to wield one gains one negative
level. The negative level remains as long as the sword is
in hand and disappears when the sword is no longer
wielded. This negative level never results in actual level
loss, but it cannot be overcome in any way (including
restoration spells) while the sword is wielded.

Sword of Life Stealing

If this black iron +2
longsword successfully hits a target and inflicts at least
1 HP damage (i.e., penetrates Protection), there is a 10%
chance (1 in 10) that it bestows a negative level on its
victim.
The sword wielder gains 1d6 temporary hit points
each time a negative level is bestowed on another.
These temporary hit points last for 24 hours.
One day after being struck, victims must make a DC
16 Fortitude save for each negative level or lose a
character level.